INSTALLMODULE

Keywords: INSTALLMODULE, INSTALLM

Category: Space

=== USER MANUAL === Usage: installmodule <module> Description: Bolt a ship module from your inventory into the ship you are sitting in. Modules unlock weapons, defense, capacity, and special capabilities (cloaking, regen, hangers, web projector, etc.). Run from the ship's engine room, with the ship parked at a shipyard. The module item is consumed on successful install -- you cannot uninstall and get the item back; use removemodule to free the slot. How Modules Work: Ships have a fixed module slot count defined by their chassis (see shipstat -> Modules line). Each slot can hold one installed module. The ship's chassis has a list of accepted tags -- modules with matching tags fit, others don't. Stats from installed modules stack onto the ship's base values: more armor, more hull, more shield, better weapons, etc. scanship and shipstat both display the effective (base + module) stats. Requirements: Engine room ........ "You must be in the engine room of a ship to do that!" Pilot access ....... Must own the ship or be a listed pilot (addpilot): "This is not your ship." Docked at shipyard . "Your ship must be docked at a shipyard to swap modules." Fields and garages don't count -- you need actual shipyard infrastructure. Valid model ........ Ship must have a well-formed model record. Corrupt ships: "Ship has no valid model." Module in inventory. The named item must be in your personal carry (not floor, not ship locker): "You aren't carrying anything like that." Item type .......... Must be an ITEM_SHIP_MODULE: "That isn't a ship module." Slot free ........... "All N module slot(s) on this chassis are full." Tags accepted ...... Chassis must accept this module's tag category: "This ship's chassis won't accept a <type> module." Size ................ Ship size must meet module's minSize: "This ship is too small for that module (requires size N)." Uniqueness .......... If the module is flagged unique, you cannot install two: "That module is unique; this ship already has one installed." Echo: You install a <module-name> into <ship>'s module bay. (you) <n> installs a ship module. (room) The module is persisted to the ship's save immediately. Stat Effects: Effective stat helpers read through installed modules: - ship_eff_maxhull, maxshield, maxenergy, maxspeed, hyperspeed, manuever, armor -- base + sum of all module deltas. - ship_eff_primdam / secondam -- weapon damage with module bonuses folded in. - ship_has_capability -- true if any installed module provides the capability (cloak, webber, regen, detector, etc.). - Interceptor bay capacity (ship_eff_intbay) is pure module sum. After install, run shipstat or scanship to verify the new values. Notes: - Install consumes the item -- the module is now physically part of the ship. - removemodule unbolts a module and returns a fresh module item to your inventory, so you can re-install it or resell it later. - Modules are bought as items from a module mart; staff can also spawn them directly. - You cannot install while the ship is flying. Land and dock at a shipyard first. Strategic Notes: - Plan your slot budget before buying modules -- the chassis slot count is fixed, and filling the wrong tags wastes precious space. - Unique modules are one-per-ship; don't double-buy cloaking devices for the same hull. - Size-gated modules exist for capital-class gear -- a fighter can't mount a spinal railgun or a capital hangar. Read modulemart listings carefully. Related Helpfiles: REMOVEMODULE, SHIPSTAT, SCANSHIP, BUYSHIP, MODULEMART === END MANUAL ===